Arcana/ROM map: Difference between revisions

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{{rommap|game=Arcana}}
{{rommap|game=Arcana}}
(Back to [[Arcana|Main page]])
(Back to [[Arcana|Main page]])
==Bank $00: Common functions; Event handling==
<pre>
<pre>
==Bank $00==
 
$00/89F1 Sub: RNG into $0A
$00/8153 Sub: NMI disable
$00/8C34 Flag table for de/buffs
$00/8167 Sub: NMI enable
$00/9051 Sub: Main event handler
$00/817B Sub: Display Force Blanking
$00/9B07 Sub: Main event handler
$00/818F Sub: Set Display
$00/81BF Sub: Set BG mode (1 byte parameter)
$00/81D8 Sub: Set OBJ Address (1 byte parameter)
$00/8208 Sub: Set OBJ Size (1 byte parameter)
$00/826E Sub: Graphics dungeon stuff
$00/8327 Sub: Update screen
$00/8400 Sub: Update background scroll
$00/8465 Sub: Video stuff
$00/84B9 Table: DMA Control
$00/84D0 Table: DMA Destination
$00/84E7 Table: Videoport Control
$00/84FE Sub: RAM Decomp80 (1 byte)
$00/8521 Sub: Decomp80 setup - Decompressor helper function. Reads a data entry that looks like "80 00 xx [xx/xxxx] xx xx" and passes the pointer to the decompressor.
$00/8766 Sub: Decompression. Similar to Run Length Encoding.
$00/88E2 Sub: Wait for VBLANK
$00/89F1 Sub: RNG (1 byte parameter) - can take a value ("5") and roll a range ("0-4"), or can provide a random 2 byte number through $1E0A.
$00/8A3D Sub: Multiply to $1E00
$00/8B11 Sub: Set Mode7
$00/8BE4 Table: Bitwise1
$00/8BF4 Table: Bitwise2
$00/8C04 Table: HDMA channels (an AND table where all but 1 bit is set)
$00/8C34 Table: Bit flags
$00/9008 Sub: Main loop, pointer setup
$00/902B Sub: Read Event Code. Reads the event opcode from program counter $1E10. (Very important line! Uses a jump table to run opcodes as code.)
 
Events: These opcodes run over half of the game. Most commonly you'll find code 07 for long calling a subroutine.
$00/90E7 Event Opcode 00 - This one is complicated, it's similar to a return
$00/90FA Event Opcode 01 - Loops a number of times (1 byte input)
$00/911E Event Opcode 02 - Loop end: jumps back to opcode 01
$00/9140 Event Opcode 1A - Jump always (2 bytes)
$00/9148 Event Opcode 03 - Jump long  (3 bytes)
$00/915A Event Opcode 1B - Call subroutine (2 bytes)
$00/9177 Event Opcode 1C - Return from short subroutine/1B
$00/918D Event Opcode 04 - Call subroutine (3 bytes)
$00/91BB Event Opcode 05 - Return from long subroutine/04
$00/91DA Event Opcode 06 - Delay x frames (1 byte)
$00/91EA Animation Opcodes 30-37 (1 byte) - Sets or zeros the animation ID $0A7B,x
$00/9202 Animation Opcodes 38-3F (2 bytes) - Sets the cursor X position
$00/9250 Animation Opcodes 40-47 (2 bytes) - Sets the cursor Y position
$00/929E Animation Opcodes E0-E7 (2 bytes)
$00/92D7 Animation Opcodes 58-5F (2 bytes)
$00/92F8 Animation Opcodes 60-67 (2 bytes)
$00/9319 Animation Opcodes F0-F7 (2 bytes)
$00/933A Animation Opcodes 68-6F (2 bytes)
$00/9362 Animation Opcodes 70-77 (2 bytes)
$00/938A Animation Opcodes F8-FF (2 bytes)
$00/93B2 Animation Opcodes 78-7F (3 bytes) - Reads an x offset, then stores 2bytes in $0FEF,x and zeros $0FFF,x (?)
$00/93CA Animation Opcodes 80-87 (3 bytes)
$00/93E2 Animation Opcodes 88-8F (3 bytes)
$00/9409 Animation Opcodes 90-97 (3 bytes)
$00/9430 Animation Opcodes 98-9F (3 bytes)
$00/945E Animation Opcodes A0-A7 (3 bytes)
$00/948C Animation Opcodes 48-4F (2 bytes) - Adds to a total at $0937,x
$00/949F Animation Opcodes 50-57 (2 bytes) - Adds to a total at $095B,x
$00/94B2 Animation Opcodes E8-EF (2 bytes) - Adds to a total at $097F,x
$00/94C5 Animation Opcodes C0-C7 (3 bytes)
$00/94F7 Animation Opcodes D0-D7 (0 bytes) - Zeros some stuff
$00/950F Animation Opcodes D8-DF (1 byte)  - Takes an offset and zeros some stuff
$00/9527 Event Opcode 07 (3 bytes) - Call a subroutine. (Runs code, returns with RTL)
$00/954D Event Opcode 0B (2 bytes) - Jump if false
$00/9562 Event Opcode 0C (2 bytes) - Jump if true
$00/9577 Event Opcode 11 (? bytes) - Switch-case: jump based on return value. Takes 1 byte (# of entries) plus 2 bytes per entry for the jump pointers.
$00/959D Event Opcode 12 (? bytes) - Similar to 11, a switch-case
$00/95C7 Event Opcode 0D (0 bytes) - Similar to 00, some kind of return.
$00/95DF Event Opcode 08 (2 bytes) - Similar to 1B, some kind of branch to a 2 byte pointer. Clears the animation loop.
$00/960C Event Opcode 14 (1 byte)
$00/963F Event Opcode 09 (3 bytes) - Similar to 04, some kind of long pointer jump.
$00/9655 Event Opcode 0A (0 bytes) - Clears the current animation loop.
$00/965F Animation Opcodes A8-AF (0 bytes) - Increment animation ID (A8 = high speed, AF = low speed)
$00/9668 Animation Opcodes B0-B7 (0 bytes) - Decrement animation ID
$00/9671 Animation Opcodes B8-BF (1 byte)  - Adds (amount) to the animation ID
$00/968D Event Opcode 19 (5 bytes?)- Similar to 0E, compares values
$00/96B8 Event Opcode 15 (4 bytes) - Compares an actor ID with a value.
$00/96CD Event Opcode 0E (5 bytes) - Compares RAM to a value using a comparator (RAM Operations table)
$00/96F2 Table: RAM Operations (has pointers to functions for AND, OR, add, and XOR)
$00/9717 Event Opcode 0F (3 bytes) - Set actor (1 byte) to value (2 bytes). See Actor Arrays table.
$00/9739 Table: Actor Arrays - Pointers to RAM 09A3, 09C7, 09EB, 0A0F. These are used with an X offset to track various information. AKA var0, var1, var2, var3.
$00/9741 Event Opcode 10
$00/974A Event Opcode 13 (3 bytes) - Set RAM address (2 bytes) to value (1 byte)
$00/975F Event Opcode 16 (4 bytes) - Set RAM address (2 bytes) to value (2 bytes)
$00/9772 Event Opcode 17
$00/9791 Event Opcode 18
$00/97A0 Event Opcode 1D (3 bytes) - Stores a 2 byte pointer to $0A9F,x and the bank to $0AC3,x
$00/97B6 Event Opcode 1E (2 bytes) - Load value
$00/97C5 Event Opcode 1F (2 bytes) - Load value at address
$00/97D8 Event Opcode 20
$00/97F5 Event Opcode 21
$00/9814 Event Opcode 22
$00/982A Event Opcode 23
$00/9847 Event Opcode 24 (1 byte)  - Load a value from 1 of 4 arrays
$00/9864 Event Opcode 25 (1 byte)  - Similar to 24 but sets the loop variable $0B9F,y
$00/9AF0 Sub: Get Event Code (1 byte) - Reads the next event opcode from the program counter $1E10
$00/9AF8 Sub: Get Event Code (1 byte) (returns long)
$00/9B00 Sub: Get Event Code (2 bytes)
$00/9B07 Sub: Get Event Code (2 bytes) (returns long)
$00/9C3C Sub: Set/Get Music (1 byte)
$00/9C44 Sub: Set/Get SFX (1 byte)
$00/9CAE Sub: Load sprite (14 bytes)
$00/9CBC Sub: Character join (13 bytes)
$00/9CF9 Sub: Decomp80 Setup (3 bytes)
$00/9D34 Sub: Setup Display Stuff (8 bytes)
$00/9D69 Sub: Read BG mode (1 byte)
$00/9D6F Sub: Display brancher (6 bytes) - byte0: 0-3 (function to call), byte1: A register, byte2-3: X register, byte4-5: Y register
$00/9D8B Table: Display functions (used with 9D6F)
$00/9D93 Sub: Set sprite mode (4 bytes)
$00/9DA8 Sub: Main Screen add (1 byte)
$00/9DB6 Sub: Main Screen remove (1 byte)
$00/9DC6 Sub: Sub Screen add (1 byte)
$00/9DD7 Sub: Sub Screen remove (1 byte)
$00/9E79 Sub: Mosaic BG enable (1 byte)
$00/9E8A Sub: Mosaic clear (1 byte)
$00/9E9D Sub: Set Mosaic Size (1 byte)
$00/9EB8 Sub: Increase mosaic size
$00/9ECC Sub: Decrease mosaic size
$00/9EE0 Sub: DMA Transfer (6 bytes)
$00/9F1F Sub: Remove HDMA channel (1 byte)
$00/9F31 Sub: HDMA disable
$00/9F35 Sub: HDMA enable
$00/9F3C Sub: Color Add Select (2 bytes)
$00/9F4F Sub: Color Math Designation (2 bytes)
$00/9F83 Sub: Set RGB (3 bytes)
$00/9FA1 Sub: Set color planes
$00/9FE2 Sub: Add RGB (3 bytes)
$00/A00F Sub: Check $31 for button press (2 bytes: button)
$00/A022 Sub: Check $21 for button press (2 bytes: button)
$00/A051 Sub: Loop until RAM is value (4 bytes: 2b RAM, 2b value)
$00/A0AC Sub: Setup Text Parser (3 byte ptr) - Load text and text opcodes to be read
$00/A0BD Sub: Call RNG (1 byte), something with screen
$00/A0C4 Sub: Update screen (1 byte)
$00/A0CB Sub: Unfade from black
$00/A0DB Sub: Fade to black
$00/A1D6 Pointer Table: 8DAD (Seems to govern animations throughout the game)
$00/A20C Pointer Table: Event Brancher
$00/A31A Pointer Table: 8DFA (Also seems to govern animations)
$00/A688 Sub: Set Text Parser (returns long)
$00/A68C Sub: Set Text Parser
$00/A7B5 Sub: Read Text Opcode
 
Text opcodes: These control formatting in-between the plaintext before it's written to RAM.
$00/A858 Text Opcode 00 - Null terminator/stop reading
$00/A881 Text Opcode 01 - Move cursor to X,Y position
$00/A898 Text Opcode 02 - Used drawing the menus
$00/A8A8 Text Opcode 03 - Sets vertical spacing (03 0E = default)
$00/A8B5 Text Opcode 04 - Similar to 03, uncommon
$00/A8C2 Text Opcode 05 - Determines text delay, the # of frames it takes to write a letter to the screen.
$00/A8DE Text Opcode 06 - Sets text color (white/gray or white/yellow depending on context)
$00/A8EC Text Opcode 0C - Clears the screen and does some other stuff
$00/A902 Text Opcode 0D - Newline
$00/A919 Text Opcode 14 - Writes text in RAM to the screen(2 byte address)
$00/A943 Text Opcode 10 - Writes text in RAM/ROM to the screen(3 byte address)
$00/A969 Text Opcode 11 - Converts number to text(3 byte address)
$00/A9A8 Text Opcode 1C - Sets text scroll speed
$00/A9BD Text Opcode 1D - Sets text scroll speed (1 line at a time)
$00/A9C5 Text Opcode 1E - Sets text scroll speed (fast)
$00/A9CD Text Opcode 7F - Wait for A press
$00/A9E1 Text Opcode 1B - Draws portraits
$00/A9F7 Text Opcode 0F - Sets offset 26 (?)
$00/AA04 Text Opcode 08 - Move cursor to X position
$00/AA11 Text Opcode Text - Reads text if it isn't an opcode.
$00/AC34 Table: Variable Width Font, letter widths
$00/AD14 Graphics: Font tiles - Each letter is eighteen bytes and 12x12 pixels. The first entry is $20 (space) and the last is $7F (reserved).
$00/B3D3 Graphics: Font tiles (end)
$00/BCC8 Sub: Get VWF Length
$00/BCFD Sub: Draw font tile
$00/BE07 Sub: Clears the screen of text
$00/BE07 Sub: Clears the screen of text
$00/C055 Sub: Hit calculation start
$00/C055 Sub: Hit calculation start
$00/C07C Sub: Unknown mod; probably adds 0 to $00
$00/C07C Sub: Get row bonus
$00/C0B9 Sub: Miss check/crit check
$00/C0B9 Sub: Miss check/crit check
$00/C132 Sub: No-element handling
$00/C132 Sub: No-element handling
Line 32: Line 197:
$00/D137 Sub: Checks if loaded music is $33 (must be SPC commands)
$00/D137 Sub: Checks if loaded music is $33 (must be SPC commands)
$00/D1AA Sub: Loads HAL Logo theme
$00/D1AA Sub: Loads HAL Logo theme
 
</pre>
==Bank $01==
==Bank $01: Game setup, gameplay, ending ==
<pre>
$01/8001 Game start
$01/8053 A bunch of initialization/zeroing functions
$01/8913 Game over
$01/8C85 Event: Handle dungeon movement
$01/8D04 Event: Encounter check
$01/8D24 Event: Check for map exit
$01/8DAE Event: Random encounter
$01/9226 Event: (Pointer table) Dungeon menu options
$01/923B Event: Open menu
$01/9260 Event: Look
$01/9584 Event: Item handling outside of battle
$01/9BB6 Pointer: Draw status screen ($08/C93E)
$01/9BB6 Pointer: Draw status screen ($08/C93E)
 
$01/9BE5 Event: Open map
==Bank $02==
</pre>
$02/8F00 Suspected RNG table (referenced by [$10] which is at RAM $1E10). Does not take kindly to corruption.
==Bank $02: Battles ==
<pre>
$02/8001 Event: Load data, Enemy 00
$02/8137 Event: Load data, Enemy 01
$02/8C59 Event: Load data, Enemy 0C
$02/8CF3 Event: Status handling
$02/8D03 Event: Enemy paralyzed
$02/8D0E Event: Enemy petrified
$02/8D19 Event: Enemy confused
$02/8D27 Event: Enemy asleep
$02/8D50 Event: Enemy's target select
$02/8D65 Event: Enemy's confusion targeting
$02/8D8A Event: Check if Rooks is targetable
$02/8DB3 Event: Check if Spirit is targetable
$02/8DDC Event: Check if Guest1 is targetable
$02/8E05 Event: Check if Guest2 is targetable
$02/8E2E Event: Check if Enemies 1-8 are targetable
$02/8E63 Event: Enemy death check
$02/8E8A Event: Enemy spell attack
$02/8EB6 Event: Enemy physical attack
$02/8EE2 Event: Enemy self-confusion damage
$02/8F24 Event: Enemy death animation
$02/8F65 Event: (Subroutine) Pause for user input
$02/8F79 Event: (Subroutine) Enemy attack animation
$02/8FC9 Pointer Table: Boss animations
$02/8FEA Animation: Attack, Stone Guardian
$02/8FFC Animation: Attack, Iron Guardian
$02/900E Animation: Attack, Cyclops
$02/901A Animation: Attack, Efrite
$02/90B9 Animation: Attack, Rimsala 2
$02/90FE Event: Add enemy loot to total
$02/913D Sub: Initializes a character/monster's stats from ROM at battle start
$02/913D Sub: Initializes a character/monster's stats from ROM at battle start
 
</pre>
==Bank $03==
==Bank $03: Event handling, towns==
<pre>
$03/A457 Sub: Load current tile's encounter value
$03/A457 Sub: Load current tile's encounter value
$03/A499 Sub: Update dungeon progress?
$03/A499 Sub: Update dungeon progress?
$03/A52A Dungeon BGM (See Music tab for ID list)
$03/A52A Dungeon BGM (See Music tab for ID list)
$03/A5EB Pointer Table: Map, stairs logic
$03/D5BF Item inventory limit (shops). Default $60 = $30 slots (48 items @ 8 per page) (see $07/AA28)
$03/D5BF Item inventory limit (shops). Default $60 = $30 slots (48 items @ 8 per page) (see $07/AA28)
$03/DDD6 Item slots -1 x2, used after selling an item in town to check when to stop rearranging. (see $07/AA28)(should be $5E?)
$03/DDD6 Item slots -1 x2, used after selling an item in town to check when to stop rearranging. (see $07/AA28)(should be $5E?)
Line 55: Line 264:
$03/DFAC Bar option 4 MP gain
$03/DFAC Bar option 4 MP gain
$03/E052 Card prices (see Inventory)
$03/E052 Card prices (see Inventory)
 
$03/E2A8 Set up dialogue cursor
==Bank $05==
</pre>
==Bank $04: Town Graphics==
<pre>
$04/8001 Graphics: Town
$04/AC14 Graphics: Galia 1
$04/B379 Graphics: Galia 2
$04/B6E4 Graphics: Galia 3
$04/B7E4 Graphics: Castle 1
$04/C1D4 Graphics: Castle 2
$04/C583 Graphics: Castle 3
$04/C675 Graphics: Doraf 1
$04/CF7D Graphics: Doraf 2
$04/D292 Graphics: Doraf 3
$04/D383 Graphics: Elf Village 1
$04/D9BF Graphics: Elf Village 2
$04/DEB4 Graphics: Elf Village 3
</pre>
==Bank $05: Battles==
<pre>
$05/9F7B Names, Characters ($0A bytes per entry + 00 delimeter)
$05/9F7B Names, Characters ($0A bytes per entry + 00 delimeter)
$05/9FE9 Names, Enemies ($10 bytes per entry + 00 delimeter)
$05/9FE9 Names, Enemies ($10 bytes per entry + 00 delimeter)
Line 135: Line 362:
$05/F234 Silver Flask heal amount (15 MP)
$05/F234 Silver Flask heal amount (15 MP)
$05/F249 Gold Flask heal amount (40 MP)
$05/F249 Gold Flask heal amount (40 MP)
 
</pre>
==Bank $07==
==Bank $06: Graphics (Shops, world map, travel sprites); Stage select data==
<pre>
$06/928E Compressed Graphics: Shop, Weapons
$06/9418 Compressed Graphics: Shop, Inn
$06/9626 Compressed Graphics: Shop, Spirit Healer
$06/97C0 Compressed Graphics: Shop, Alchemist
$06/98F6 Compressed Graphics: World Map 1
$06/C646 Compressed Graphics: World Map 2
$06/C971 Compressed Graphics: World Map 3
$06/CB33 Compressed Graphics: World Map 4
$06/CFC0 Compressed Graphics: World Map 5
$06/D2DB Compressed Graphics: Travel Sprites, Rooks
$06/D4F6 Compressed Graphics: Travel Sprites, Teefa
$06/D744 Compressed Graphics: Travel Sprites, Salah
$06/D99F Compressed Graphics: Travel Sprites, Darwin
$06/DB1F Compressed Graphics: Travel Sprites, Axs
$06/DDBD Stage select: Chapter 2 (These are essentially pre-made save files)
$06/E2BD Stage select: Chapter 3
$06/E7BD Stage select: Chapter 4
$06/ECBD Stage select: Chapter 5
</pre>
==Bank $07: Dungeons and gameplay==
<pre>
$07/8001 Sub: Fighting final boss?
$07/80F2 Tbl: Levelup spells
$07/8CC4 Sub: Deducts HP from target
$07/8CC4 Sub: Deducts HP from target
$07/8EDF FINIS (tile bytes) (appears 2x for some reason)
$07/8EDF FINIS (tile bytes) (appears 2x for some reason)
Line 162: Line 413:
$07/AA65 Sub: Adds GP to total
$07/AA65 Sub: Adds GP to total
$07/AA6B Max GP (FFFF)
$07/AA6B Max GP (FFFF)
$07/B29E Should be #87 to avoid a patch conflict
$07/B234 Sub: Levelup check
$07/B2DB Sub: When Teefa/Axs join, assigns them Rooks' LV
$07/B2DB Sub: When Teefa/Axs join, assigns them Rooks' LV
$07/B2E2 Sub: When Salah joins, assigns her Rooks' LV-3
$07/B2E2 Sub: When Salah joins, assigns her Rooks' LV-3
Line 176: Line 427:
$07/C8E5 SFX for Change Attribute
$07/C8E5 SFX for Change Attribute
$07/C8E4 SFX for Buffs
$07/C8E4 SFX for Buffs
 
</pre>
==Bank $08==
==Bank $08: Small scripts==
<pre>
$08/8000 Script, Battle/Towns/Items/Magic
$08/8000 Script, Battle/Towns/Items/Magic
$08/9650 Spell descriptions
$08/9650 Spell descriptions
$08/C93E Status screen (184 bytes)
$08/C93E Status screen (184 bytes)
$08/C9F6 Status screen, current spirit (161 bytes)
$08/C9F6 Status screen, current spirit (161 bytes)
$08/D3C3 Alchemist conversations
</pre>
==Bank $09: Unknown data==
<pre>
$09/80D3 Pointer table
$09/8215 Pointer table
$09/835D Pointer table
$09/83D3 Pointer table
$09/843B Pointer table
$09/84FD Pointer table
$09/85C5 Pointer table
$09/868D Pointer table
$09/98FB Pointer table
</pre>
==Bank $0A: Extended font==
<pre>
(This is data left in from the Japanese version - they're 12x12 pixels in 1bpp format)
$0A/8000 Graphics: Punctuation, a different font alphabet, yen
$0A/86E4 Graphics: Symbols
$0A/9560 Graphics: Numbers
$0A/9692 Graphics: Latin upper case
$0A/98D2 Graphics: Latin lower case
$0A/9B12 Graphics: Hiragana
$0A/A1D2 Graphics: Katakana
$0A/A892 Graphics: Greek upper case
$0A/AAC0 Graphics: Greek lower case
$0A/AF52 Graphics: Cyrillic upper case
$0A/B2B2 Graphics: Cyrillic lower case
$0A/BCD2 Graphics: Kana half-width
$0A/C812 Graphics: Kanji
</pre>
==Bank $0B: Kanji==
==Bank $0C: Kanji, Main story==
<pre>
(Text is in plaintext, so it's easy to search for in the ROM.)
$0C/9CF9 Graphics: Kanji (end)
$0C/A010 Script 001: Rooks' introduction
$0C/A23A Script 002: You look healthy
$0C/A7A6 Script 003: Something stung me
$0C/F703 Script 117: Prelude to the final battle
$0C/F7C2 Script Sub: MACRO 118
$0C/F7E3 Script Sub: PROMPT_ROOKS
$0C/FA1B Script Sub: WAIT_NEWLINE
$0C/FAA5 Script Sub: WAIT_CLEAR
</pre>
==Bank $0D: Compressed graphics==
<pre>
$0D/8042 HUD graphics
$0D/833F Font for character cards
$0D/91EF Font for character cards (end)
$0D/9590 Weapons menu
$0D/95F2 Spell data MVN1
$0D/9712 Spell data MVN10
$0D/B711 Compass graphics
</pre>
==Bank $0E: VRAM data and graphics==
<pre>
$0E/8048 Tile Data: Something1 - Loaded after a continue through DMA[1] to VRAM 0061
$0E/8052 Tile Data: Something2 - Loaded after a continue through DMA[1] to VRAM 0081
$0E/805C Tile Data: Something3 - Loaded after a continue through DMA[1] to VRAM 00A1
$0E/809B Tile Data: Something12 - Loads tile #s 28-2C into VRAM 009A
$0E/8191 Graphics: Card, Rooks, Idle
$0E/8551 Graphics: Card, Rooks, Battle
$0E/88E5 Graphics: Card, Rooks, Attack
$0E/8C1F Graphics: Card, Grim Reaper
$0E/8FCC Graphics: Card, torn
$0E/92F9 Graphics: Card, skull
$0E/95A3 Graphics: Card, Sylph, Idle
$0E/99D9 Graphics: Card, Sylph, Battle
$0E/9D79 Graphics: Card, Sylph, Attack
$0E/A12C Graphics: Card, Dao, Idle
$0E/A4DF Graphics: Card, Dao, Battle
$0E/A8CD Graphics: Card, Dao, Attack
$0E/AC91 Graphics: Card, Marid, Idle
$0E/B08D Graphics: Card, Marid, Battle
$0E/B3D1 Graphics: Card, Marid, Attack
$0E/B715 Graphics: Card, Efrite, Idle
$0E/BB0E Graphics: Card, Efrite, Battle
$0E/BEA9 Graphics: Card, Efrite, Attack
$0E/C292 Graphics: Card, BadTeefa, Idle
$0E/C6AB Graphics: Card, GoodTeefa, Idle
$0E/CAC5 Graphics: Card, Teefa, Battle
$0E/CE75 Graphics: Card, Teefa, Attack
$0E/D25C Graphics: Card, Salah, Idle
$0E/D66F Graphics: Card, Salah, Battle
$0E/DA31 Graphics: Card, Salah, Attack
$0E/DDF8 Graphics: Card, Darwin, Idle
$0E/E1D3 Graphics: Card, Darwin, Battle
$0E/E518 Graphics: Card, Darwin, Attack
$0E/E863 Graphics: Card, Axs, Idle
$0E/EC0F Graphics: Card, Axs, Battle
$0E/EF6B Graphics: Card, Axs, Attack
</pre>
==Bank $0F: Battle animations==
<pre>
$0F/807C Animation: Small attack
$0F/808C Animation: Medium attack
$0F/809C Animation: Large attack
$0F/817A Pointer table: Animation data? (This is called by Pointer Table 8DFA)
$0F/CB2B Event: Spell animation
$0F/CC01 Animation: Lightning
$0F/CC06 Animation: Smash
$0F/CC0B Animation: Water
$0F/CC10 Animation: Flame
$0F/CC1F Animation: Attribute 1
$0F/CC9D Animation: Attribute 11
$0F/CCB1 Animation: Call Wind Spirit
$0F/CCC5 Animation: Dummied
$0F/CCC6 Animation: Swirly
$0F/CEB9 Animation: 5D: Rooks Unpetrify cutscene
$0F/CF00 Animation: 5E: Ariel Attribute 11 cutscene
$0F/CF2B Event: Single spell animation
</pre>
==Bank $10: Compressed gfx==
<pre>
$10/8001 Graphics: Balnea Temple/Reused bricks
$10/C58D Graphics: Balnea Temple (end)
</pre>
==Bank $11: Compressed gfx==
<pre>
$11/8A91 Graphics: Forest of Doubt
$11/FBA7 Graphics: Forest of Doubt (end)
</pre>
==Bank $12: Compressed gfx==
<pre>
$12/8571 Graphics: Bintel Castle
$12/E35E Graphics: Bintel Castle (end)
</pre>
==Bank $13: Graphics and Maps==
<pre>
$13/8001 Graphics: Draven Pass
$13/DACA Graphics: Draven Pass (end)
$13/EBF6 Map: Balnea Temple 1F
$13/ECFE Map: Balnea Temple 2F
$13/EE08 Map: Draven Pass
$13/EE8C Map: Crimson Valley
$13/EEF2 Map: Forest of Doubt
$13/F763 Map: Bintel Castle
$13/F9A6 Map: Stavery Tower (Chapter 5)
</pre>
==Bank $14: Compressed sprites==
<pre>
(This bank starts with a bunch of Decomp80 entries that are basically pointers elsewhere.)
$14/8001 Decomp80: Location of Ariel graphics
$14/8009 Decomp80: Location of Teefa graphics
$14/8012 Decomp80: Location of Crystal Room 1 graphics
$14/801A Decomp80: Location of Crystal Room 2 graphics
$14/8022 Decomp80: Location of Crystal Room 3 graphics
$14/91D1 Graphics: Stoned Axs
$14/F25A Graphics: Darwin NPC
</pre>
==Bank $15: Compressed sprites==
<pre>
$15/B4F1 Graphics: The Seven MacGuffins (ends at B87A)
$15/EE8D Graphics: Ariel kneeling
</pre>
==Bank $16: Compressed sprites==
<pre>
$16/B8EC Graphics: Final fight
$16/BE83 Graphics: The Three MacGuffins


==Bank $0C==
Credits text is 5 bytes per letter, in reverse order.
$0C/2010 Main Script
Byte0: 00 normally, or 02 for the final (first) letter.
 
Byte1: X position - 00 is center screen, 43 is center right, B5 is center left. So negative numbers are left of center.
==Bank $0E==
Byte2: Y position - Usually 01
$0E/95A3 Sylph gfx
Byte3: The tile to display. 00="A", 02="B", 04="C", ... 0E="H", 20="I", 22="J", 24="K"... 2E="P", 40="Q", 42="R", ...64-68="KOBY"... 80="ER"
$0E/A12C Marid gfx
Byte4: Font color - 3C for orange text (headers), 3E for white text (names)
$0E/AC91 Dao gfx
$16/D883 Credits Text 00: "Character Designers"
$0E/B715 Efrite gfx
$16/D8D8 Credits Text 01: "Executive Producer"
$0E/C292 Teefa gfx
$16/EE3B Credits Text 42: "Ami Hashikura"
$0E/D25E Salah gfx
$16/EEDB Credits Text 44: "THE END"
 
$16/EF17 Pointer Table: Credit Text locations
==Bank $13==
</pre>
$13/EBF7 Balnea Temple 1F map (These are all preceded by FF E4. Read break on $7FFC42 or similar and follow the DMA address given.)
==Bank $17: Initialization==
$13/ECFF Balnea Temple 2F map
<pre>
$13/F764 Bintel Castle map
 
==Bank $17==
$17/8130 Intro script ("This is an historic land")
$17/8130 Intro script ("This is an historic land")
$17/833F Sub: Stage Select (logs your inputs and compares them to the right codes)
$17/840E Sound test
$17/8417 Sub: Load sound test
$17/874E Text: Intro crawl 1 "According to the ancient legends..."
$17/87BC Text: Intro crawl 2 "Disputes broke out constantly..."
$17/8A6D Text: Intro crawl 7 "King Wagnall was killed..."
$17/9285 HAL logo gfx header
$17/9285 HAL logo gfx header
 
</pre>
==Bank $18==
==Bank $18: Treasures, encounters, events==
<pre>
$18/802E Sub: Random encounter logic
$18/802E Sub: Random encounter logic
$18/8044 Encounter rate (higher = fewer encounters) (Default $0C)
$18/8044 Encounter rate (higher = fewer encounters) (Default $0C)
Line 226: Line 642:
$18/9023 Desiree data (02 0C = Equipment id 0C)
$18/9023 Desiree data (02 0C = Equipment id 0C)
$18/9047 Return Ring data in "A Tunnel".
$18/9047 Return Ring data in "A Tunnel".
$18/9101 Table: Pointers to boss locations by chapter (Ch1: +0, Ch2: +2 etc)
$18/9101 Table: Pointers to boss locations by chapter (Ch1: +0, Ch2: +2 etc)
$18/910B Table: Ch1 boss fights (8 bytes/entry): 00 01-> Map 00 Balnea 1F; 0F00 0600 -> (0F, 06); 0600 -> Encounter #6)
$18/910B Table: Ch1 boss fights (8 bytes/entry): 00 01-> Map 00 Balnea 1F; 0F00 0600 -> (0F, 06); 0600 -> Encounter #6)
Line 239: Line 654:
Ch3 example:
Ch3 example:
$18/91B3 Encounter data (1C 1D 1E 1A 1B -> 5 monsters in Ice Cave)
$18/91B3 Encounter data (1C 1D 1E 1A 1B -> 5 monsters in Ice Cave)
$18/91DD Table: Ch4 encounters
$18/91DD Table: Ch4 encounters
$18/9229 Table: Ch5 encounters
$18/9229 Table: Ch5 encounters
$18/9270 Table: Pointers to RNG seeds
$18/964F Pointer Table: Every story scene - logic handling
$18/947C RNG seed "10" from offset 0A
$18/968F Pointer Table: Every story scene - event code
$18/947D Entry size
$18/96CC Story Event 00: Rooks' intro
$18/94D9 RNG seed "01" from offset 0B (Chapter 2?)
$18/C551 Story Event 1A: Red and Blue Guardian
$18/C6D1 Story Event 1B: Tiamat
$18/D019 Epilogue text setup
</pre>
==Bank $19: Enemy graphics==
<pre>
$19/8001 Pointer Table: Enemy Palette data
$19/80A1 Bank Table: Enemy Palette data (the entries are all bank 19)
 
Each of these entries pointed to by the Enemy Palette Data table have the same format.
A header: A word (unknown use), then another word (the number of bytes in the palette, usually 20 (thirty two)).
Then the palette for that individual monster, and finally a 24-bit pointer to the enemy graphics getting colored. For instance, the Goblin and Ogre will have the same pointer but different palette data.
$19/80F1 Palette Header: Goblin
$19/8118 Palette Header: Ogre
$19/813F Palette Header: Slime
$19/8166 Palette Header: Jell
$19/818D Palette Header: Pilferer
$19/81B4 Palette Header: Thief
$19/8D3E Palette Header: Karul
$19/8D85 Palette Header: Galneon 1
$19/8DEC Palette Header: Galneon 2
$19/8E53 Palette Header: Rimsala 1
$19/8EBA Palette Header: Rimsala 2
$19/8F21 Pointer Table: SourceData 1 - Called after enemy attack animations. The first and second table are used together (1st entry of each, etc)
$19/8F31 Pointer Table: SourceData 2
$19/8F41 Data: SourceData1 Attack, Swords
$19/9311 Data: SourceData1 Attack, Bite
$19/961C Data: SourceData1 Attack, Sploosh
$19/9955 Data: SourceData1 Attack, Claws
$19/9D22 Data: SourceData1 Attack, Sting
$19/A0D8 Data: SourceData1 Attack, Punch
$19/A3F5 Data: SourceData1 Attack, ???
$19/A7A1 Data: SourceData1 Attack, Damage star
$19/AF4B Compressed Graphics: Slime
$19/B3B5 Compressed Graphics: Thief
$19/B834 Compressed Graphics: Dog
$19/BF36 Compressed Graphics: Saurian
$19/C414 Compressed Graphics: Lizardman
$19/CACD Compressed Graphics: Chimera
$19/D1B6 Compressed Graphics: Goblin
$19/D8EA Compressed Graphics: Guardian
$19/E391 Compressed Graphics: Tree
$19/EAB2 Compressed Graphics: Flytrap
</pre>
</pre>
==Bank $1A: Enemy graphics==
<pre>
$1A/8003 Compressed Graphics: Bee
$1A/85C7 Compressed Graphics: Zerel
$1A/936F Compressed Graphics: Cyclops
$1A/9B65 Compressed Graphics: Efrite
$1A/AB44 Compressed Graphics: Mage
$1A/B1AA Compressed Graphics: Zombie
$1A/B823 Compressed Graphics: Skeleton
$1A/BF23 Compressed Graphics: Medusa
$1A/C63A Compressed Graphics: Troll
$1A/CE3C Compressed Graphics: Mimic
$1A/D460 Compressed Graphics: Fighter
$1A/DB45 Compressed Graphics: Sauza
$1A/E79F Compressed Graphics: Hydra
$1A/F18C Compressed Graphics: Ghost
$1A/F843 Compressed Graphics: Shaman
</pre>
==Bank $1B: Enemy graphics==
<pre>
$1B/8003 Compressed Graphics: Minotaur
$1B/880D Compressed Graphics: Giant
$1B/9005 Compressed Graphics: Dragon
$1B/9C58 Compressed Graphics: Darah and Barah
$1B/B0EC Compressed Graphics: Ariel
$1B/BD89 Compressed Graphics: Teefa
$1B/CB84 Compressed Graphics: Karul
$1B/D912 Compressed Graphics: Galneon 1 and 2
</pre>
==Bank $1C: Enemy graphics==
<pre>
$1C/C21F Compressed Graphics: Rimsala 1
$1C/D56A Compressed Graphics: Rimsala 2
$1C/F297 Compressed Graphics: Rimsala 2 part 2
</pre>
==Bank $1D: Unknown or compressed data==
==Bank $1E, 1F: Sound and Music==
{{Internal Data}}

Latest revision as of 03:52, 3 August 2024

Chip tiny.png The following article is a ROM map for Arcana.

(Back to Main page)

Bank $00: Common functions; Event handling


$00/8153	Sub: NMI disable
$00/8167	Sub: NMI enable
$00/817B	Sub: Display Force Blanking
$00/818F	Sub: Set Display
$00/81BF	Sub: Set BG mode (1 byte parameter)
$00/81D8	Sub: Set OBJ Address (1 byte parameter)
$00/8208	Sub: Set OBJ Size (1 byte parameter)
$00/826E	Sub: Graphics dungeon stuff
$00/8327	Sub: Update screen
$00/8400	Sub: Update background scroll
$00/8465	Sub: Video stuff
$00/84B9	Table: DMA Control
$00/84D0	Table: DMA Destination
$00/84E7	Table: Videoport Control
$00/84FE	Sub: RAM Decomp80 (1 byte)
$00/8521	Sub: Decomp80 setup - Decompressor helper function. Reads a data entry that looks like "80 00 xx [xx/xxxx] xx xx" and passes the pointer to the decompressor.
$00/8766	Sub: Decompression. Similar to Run Length Encoding.
$00/88E2	Sub: Wait for VBLANK
$00/89F1	Sub: RNG (1 byte parameter) - can take a value ("5") and roll a range ("0-4"), or can provide a random 2 byte number through $1E0A.
$00/8A3D	Sub: Multiply to $1E00
$00/8B11	Sub: Set Mode7
$00/8BE4	Table: Bitwise1
$00/8BF4	Table: Bitwise2
$00/8C04	Table: HDMA channels (an AND table where all but 1 bit is set)
$00/8C34	Table: Bit flags
$00/9008	Sub: Main loop, pointer setup
$00/902B	Sub: Read Event Code. Reads the event opcode from program counter $1E10. (Very important line! Uses a jump table to run opcodes as code.)

Events: These opcodes run over half of the game. Most commonly you'll find code 07 for long calling a subroutine.
$00/90E7	Event Opcode 00 - This one is complicated, it's similar to a return
$00/90FA	Event Opcode 01 - Loops a number of times (1 byte input)
$00/911E	Event Opcode 02 - Loop end: jumps back to opcode 01
$00/9140	Event Opcode 1A - Jump always (2 bytes)
$00/9148	Event Opcode 03 - Jump long   (3 bytes)
$00/915A	Event Opcode 1B - Call subroutine (2 bytes)
$00/9177	Event Opcode 1C - Return from short subroutine/1B
$00/918D	Event Opcode 04 - Call subroutine (3 bytes)
$00/91BB	Event Opcode 05 - Return from long subroutine/04
$00/91DA	Event Opcode 06 - Delay x frames (1 byte)
$00/91EA	Animation Opcodes 30-37 (1 byte) - Sets or zeros the animation ID $0A7B,x
$00/9202	Animation Opcodes 38-3F (2 bytes) - Sets the cursor X position
$00/9250	Animation Opcodes 40-47 (2 bytes) - Sets the cursor Y position
$00/929E	Animation Opcodes E0-E7 (2 bytes)
$00/92D7	Animation Opcodes 58-5F (2 bytes)
$00/92F8	Animation Opcodes 60-67 (2 bytes)
$00/9319	Animation Opcodes F0-F7 (2 bytes)
$00/933A	Animation Opcodes 68-6F (2 bytes)
$00/9362	Animation Opcodes 70-77 (2 bytes)
$00/938A	Animation Opcodes F8-FF (2 bytes)
$00/93B2	Animation Opcodes 78-7F (3 bytes) - Reads an x offset, then stores 2bytes in $0FEF,x and zeros $0FFF,x (?)
$00/93CA	Animation Opcodes 80-87 (3 bytes)
$00/93E2	Animation Opcodes 88-8F (3 bytes)
$00/9409	Animation Opcodes 90-97 (3 bytes)
$00/9430	Animation Opcodes 98-9F (3 bytes)
$00/945E	Animation Opcodes A0-A7 (3 bytes)
$00/948C	Animation Opcodes 48-4F (2 bytes) - Adds to a total at $0937,x
$00/949F	Animation Opcodes 50-57 (2 bytes) - Adds to a total at $095B,x
$00/94B2	Animation Opcodes E8-EF (2 bytes) - Adds to a total at $097F,x
$00/94C5	Animation Opcodes C0-C7 (3 bytes)
$00/94F7	Animation Opcodes D0-D7 (0 bytes) - Zeros some stuff
$00/950F	Animation Opcodes D8-DF (1 byte)  - Takes an offset and zeros some stuff
$00/9527	Event Opcode 07 (3 bytes) - Call a subroutine. (Runs code, returns with RTL)
$00/954D	Event Opcode 0B (2 bytes) - Jump if false
$00/9562	Event Opcode 0C (2 bytes) - Jump if true
$00/9577	Event Opcode 11 (? bytes) - Switch-case: jump based on return value. Takes 1 byte (# of entries) plus 2 bytes per entry for the jump pointers.
$00/959D	Event Opcode 12 (? bytes) - Similar to 11, a switch-case
$00/95C7	Event Opcode 0D (0 bytes) - Similar to 00, some kind of return.
$00/95DF	Event Opcode 08 (2 bytes) - Similar to 1B, some kind of branch to a 2 byte pointer. Clears the animation loop.
$00/960C	Event Opcode 14 (1 byte)
$00/963F	Event Opcode 09 (3 bytes) - Similar to 04, some kind of long pointer jump.
$00/9655	Event Opcode 0A (0 bytes) - Clears the current animation loop.
$00/965F	Animation Opcodes A8-AF (0 bytes) - Increment animation ID (A8 = high speed, AF = low speed)
$00/9668	Animation Opcodes B0-B7 (0 bytes) - Decrement animation ID
$00/9671	Animation Opcodes B8-BF (1 byte)  - Adds (amount) to the animation ID
$00/968D	Event Opcode 19 (5 bytes?)- Similar to 0E, compares values
$00/96B8	Event Opcode 15 (4 bytes) - Compares an actor ID with a value.
$00/96CD	Event Opcode 0E (5 bytes) - Compares RAM to a value using a comparator (RAM Operations table)
$00/96F2	Table: RAM Operations (has pointers to functions for AND, OR, add, and XOR)
$00/9717	Event Opcode 0F (3 bytes) - Set actor (1 byte) to value (2 bytes). See Actor Arrays table.
$00/9739	Table: Actor Arrays - Pointers to RAM 09A3, 09C7, 09EB, 0A0F. These are used with an X offset to track various information. AKA var0, var1, var2, var3.
$00/9741	Event Opcode 10
$00/974A	Event Opcode 13 (3 bytes) - Set RAM address (2 bytes) to value (1 byte)
$00/975F	Event Opcode 16 (4 bytes) - Set RAM address (2 bytes) to value (2 bytes)
$00/9772	Event Opcode 17
$00/9791	Event Opcode 18
$00/97A0	Event Opcode 1D (3 bytes) - Stores a 2 byte pointer to $0A9F,x and the bank to $0AC3,x
$00/97B6	Event Opcode 1E (2 bytes) - Load value
$00/97C5	Event Opcode 1F (2 bytes) - Load value at address
$00/97D8	Event Opcode 20
$00/97F5	Event Opcode 21
$00/9814	Event Opcode 22
$00/982A	Event Opcode 23
$00/9847	Event Opcode 24 (1 byte)  - Load a value from 1 of 4 arrays
$00/9864	Event Opcode 25 (1 byte)  - Similar to 24 but sets the loop variable $0B9F,y
$00/9AF0	Sub: Get Event Code (1 byte) - Reads the next event opcode from the program counter $1E10
$00/9AF8	Sub: Get Event Code (1 byte) (returns long)
$00/9B00	Sub: Get Event Code (2 bytes)
$00/9B07	Sub: Get Event Code (2 bytes) (returns long)
$00/9C3C	Sub: Set/Get Music (1 byte)
$00/9C44	Sub: Set/Get SFX (1 byte)
$00/9CAE	Sub: Load sprite (14 bytes)
$00/9CBC	Sub: Character join (13 bytes)
$00/9CF9	Sub: Decomp80 Setup (3 bytes)
$00/9D34	Sub: Setup Display Stuff (8 bytes)
$00/9D69	Sub: Read BG mode (1 byte)
$00/9D6F	Sub: Display brancher (6 bytes) - byte0: 0-3 (function to call), byte1: A register, byte2-3: X register, byte4-5: Y register
$00/9D8B	Table: Display functions (used with 9D6F)
$00/9D93	Sub: Set sprite mode (4 bytes)
$00/9DA8	Sub: Main Screen add (1 byte)
$00/9DB6	Sub: Main Screen remove (1 byte)
$00/9DC6	Sub: Sub Screen add (1 byte)
$00/9DD7	Sub: Sub Screen remove (1 byte)
$00/9E79	Sub: Mosaic BG enable (1 byte)
$00/9E8A	Sub: Mosaic clear (1 byte)
$00/9E9D	Sub: Set Mosaic Size (1 byte)
$00/9EB8	Sub: Increase mosaic size
$00/9ECC	Sub: Decrease mosaic size
$00/9EE0	Sub: DMA Transfer (6 bytes)
$00/9F1F	Sub: Remove HDMA channel (1 byte)
$00/9F31	Sub: HDMA disable
$00/9F35	Sub: HDMA enable
$00/9F3C	Sub: Color Add Select (2 bytes)
$00/9F4F	Sub: Color Math Designation (2 bytes)
$00/9F83	Sub: Set RGB (3 bytes)
$00/9FA1	Sub: Set color planes
$00/9FE2	Sub: Add RGB (3 bytes)
$00/A00F	Sub: Check $31 for button press (2 bytes: button)
$00/A022	Sub: Check $21 for button press (2 bytes: button)
$00/A051	Sub: Loop until RAM is value (4 bytes: 2b RAM, 2b value)
$00/A0AC	Sub: Setup Text Parser (3 byte ptr) - Load text and text opcodes to be read
$00/A0BD	Sub: Call RNG (1 byte), something with screen
$00/A0C4	Sub: Update screen (1 byte)
$00/A0CB	Sub: Unfade from black
$00/A0DB	Sub: Fade to black
$00/A1D6	Pointer Table: 8DAD (Seems to govern animations throughout the game)
$00/A20C	Pointer Table: Event Brancher
$00/A31A	Pointer Table: 8DFA (Also seems to govern animations)
$00/A688	Sub: Set Text Parser (returns long)
$00/A68C	Sub: Set Text Parser
$00/A7B5	Sub: Read Text Opcode

Text opcodes: These control formatting in-between the plaintext before it's written to RAM.
$00/A858	Text Opcode 00 - Null terminator/stop reading
$00/A881	Text Opcode 01 - Move cursor to X,Y position
$00/A898	Text Opcode 02 - Used drawing the menus
$00/A8A8	Text Opcode 03 - Sets vertical spacing (03 0E = default)
$00/A8B5	Text Opcode 04 - Similar to 03, uncommon
$00/A8C2	Text Opcode 05 - Determines text delay, the # of frames it takes to write a letter to the screen.
$00/A8DE	Text Opcode 06 - Sets text color (white/gray or white/yellow depending on context)
$00/A8EC	Text Opcode 0C - Clears the screen and does some other stuff
$00/A902	Text Opcode 0D - Newline
$00/A919	Text Opcode 14 - Writes text in RAM to the screen(2 byte address)
$00/A943	Text Opcode 10 - Writes text in RAM/ROM to the screen(3 byte address)
$00/A969	Text Opcode 11 - Converts number to text(3 byte address)
$00/A9A8	Text Opcode 1C - Sets text scroll speed
$00/A9BD	Text Opcode 1D - Sets text scroll speed (1 line at a time)
$00/A9C5	Text Opcode 1E - Sets text scroll speed (fast)
$00/A9CD	Text Opcode 7F - Wait for A press
$00/A9E1	Text Opcode 1B - Draws portraits
$00/A9F7	Text Opcode 0F - Sets offset 26 (?)
$00/AA04	Text Opcode 08 - Move cursor to X position
$00/AA11	Text Opcode Text - Reads text if it isn't an opcode.
$00/AC34	Table: Variable Width Font, letter widths
$00/AD14	Graphics: Font tiles - Each letter is eighteen bytes and 12x12 pixels. The first entry is $20 (space) and the last is $7F (reserved).
$00/B3D3	Graphics: Font tiles (end)
$00/BCC8	Sub: Get VWF Length
$00/BCFD	Sub: Draw font tile
$00/BE07	Sub: Clears the screen of text

$00/C055	Sub: Hit calculation start
$00/C07C	Sub: Get row bonus
$00/C0B9	Sub: Miss check/crit check
$00/C132	Sub: No-element handling
$00/C2D4	Sub: Check if damage is over 999
$00/C30C	Sub: Load attacking Element
$00/C3CA	Sub: More element handling
$00/C431	Sub: Attack vs. Defense
$00/C585	Sub: Load stat boost modifier
$00/C5B1	Sub: Check for dead/removed actors, more
$00/C658	Sub: Load Strength modifier
$00/C66A	Sub: Load Endurance modifier
$00/C676	Sub: Load Alertness modifier
$00/C68A	Sub: Load Intelligence
$00/C6A7	Sub: Load Intelligence
$00/C6C4	Sub: Load Intelligence
$00/C6DC	Sub: Lots of branching. Returns crit chance or other variables
$00/C781	Sub: Load Armor defense
$00/C856	Sub: Loads spell power/element
$00/C88B	Sub: Multiplication (A * X)
$00/C8A1	Sub: Multiplication (AA * X)
$00/C8C2	Sub: Division (Returns A remainder, X result)
$00/D137	Sub: Checks if loaded music is $33 (must be SPC commands)
$00/D1AA	Sub: Loads HAL Logo theme

Bank $01: Game setup, gameplay, ending

$01/8001	Game start
$01/8053	A bunch of initialization/zeroing functions
$01/8913	Game over
$01/8C85	Event: Handle dungeon movement
$01/8D04	Event: Encounter check
$01/8D24	Event: Check for map exit
$01/8DAE	Event: Random encounter
$01/9226	Event: (Pointer table) Dungeon menu options
$01/923B	Event: Open menu
$01/9260	Event: Look
$01/9584	Event: Item handling outside of battle
$01/9BB6	Pointer: Draw status screen ($08/C93E)
$01/9BE5	Event: Open map

Bank $02: Battles

$02/8001	Event: Load data, Enemy 00
$02/8137	Event: Load data, Enemy 01
$02/8C59	Event: Load data, Enemy 0C
$02/8CF3	Event: Status handling
$02/8D03	Event: Enemy paralyzed
$02/8D0E	Event: Enemy petrified
$02/8D19	Event: Enemy confused
$02/8D27	Event: Enemy asleep
$02/8D50	Event: Enemy's target select
$02/8D65	Event: Enemy's confusion targeting
$02/8D8A	Event: Check if Rooks is targetable
$02/8DB3	Event: Check if Spirit is targetable
$02/8DDC	Event: Check if Guest1 is targetable
$02/8E05	Event: Check if Guest2 is targetable
$02/8E2E	Event: Check if Enemies 1-8 are targetable
$02/8E63	Event: Enemy death check
$02/8E8A	Event: Enemy spell attack
$02/8EB6	Event: Enemy physical attack
$02/8EE2	Event: Enemy self-confusion damage
$02/8F24	Event: Enemy death animation
$02/8F65	Event: (Subroutine) Pause for user input
$02/8F79	Event: (Subroutine) Enemy attack animation
$02/8FC9	Pointer Table: Boss animations
$02/8FEA	Animation: Attack, Stone Guardian
$02/8FFC	Animation: Attack, Iron Guardian
$02/900E	Animation: Attack, Cyclops
$02/901A	Animation: Attack, Efrite
$02/90B9	Animation: Attack, Rimsala 2
$02/90FE	Event: Add enemy loot to total
$02/913D	Sub: Initializes a character/monster's stats from ROM at battle start

Bank $03: Event handling, towns

$03/A457	Sub: Load current tile's encounter value
$03/A499	Sub: Update dungeon progress?
$03/A52A	Dungeon BGM (See Music tab for ID list)
$03/A5EB	Pointer Table: Map, stairs logic
$03/D5BF	Item inventory limit (shops). Default $60 = $30 slots (48 items @ 8 per page) (see $07/AA28)
$03/DDD6	Item slots -1 x2, used after selling an item in town to check when to stop rearranging. (see $07/AA28)(should be $5E?)
$03/DF27	Bar prices (you know, the Alchemist guy)
		(NOTE: His prices are also plaintext in his dialogue and need to be edited separately)
$03/DFA2	Bar option 2 HP gain
$03/DFA4	Bar option 3 HP gain
$03/DFA6	Bar option 4 HP gain
$03/DFA8	Bar option 2 MP gain
$03/DFAA	Bar option 3 MP gain
$03/DFAC	Bar option 4 MP gain
$03/E052	Card prices (see Inventory)
$03/E2A8	Set up dialogue cursor

Bank $04: Town Graphics

$04/8001	Graphics: Town
$04/AC14	Graphics: Galia 1
$04/B379	Graphics: Galia 2
$04/B6E4	Graphics: Galia 3
$04/B7E4	Graphics: Castle 1
$04/C1D4	Graphics: Castle 2
$04/C583	Graphics: Castle 3
$04/C675	Graphics: Doraf 1
$04/CF7D	Graphics: Doraf 2
$04/D292	Graphics: Doraf 3
$04/D383	Graphics: Elf Village 1
$04/D9BF	Graphics: Elf Village 2
$04/DEB4	Graphics: Elf Village 3

Bank $05: Battles

$05/9F7B	Names, Characters ($0A bytes per entry + 00 delimeter)
$05/9FE9	Names, Enemies ($10 bytes per entry + 00 delimeter)
$05/A539	Enemy postfixes A-H (I forget what 81 40 means though)
$05/A554	Classes, Characters ($10 bytes per entry + 00 delimeter) NOTE: Using too long a name will result in a blank line.
$05/A5FE	Names, Areas ($10 bytes per entry + 00 delimeter)
$05/A895	Names, Elements ($06 bytes per entry + 00 delimeter)
$05/A8BF	Names, Status effects ($0C bytes per entry + 00 delimeter)
$05/A91A	EXP to next level, Rooks?
$05/A992	EXP to next level, Sylph?
$05/AA0A	EXP to next level, Dao?
$05/AA82	EXP to next level, Marid?
$05/AAFA	EXP to next level, Efrite?
$05/AB72	EXP to next level, Teefa
$05/ABEA	EXP to next level, Salah?
$05/AC62	EXP to next level, Darwin?
$05/ACDA	EXP to next level, Axs? (60 entries x 2 bytes)
$05/AD6A	Level-up stats, Rooks (HP, MP, Str, End, Int, Alt) (2 bytes per entry)
$05/B03A	Level-up stats, Sylph
$05/B2FD	Level-up stats, Dao
$05/B5CE	Level-up stats, Marid
$05/B89E	Level-up stats, Efrite
$05/BB7A	Level-up stats, Teefa
$05/BE4A	Level-up stats, Salah
$05/C11A	Level-up stats, Darwin
$05/C3EA	Level-up stats, Axs
$05/C6A3	A bunch of 0's and 1's
$05/C8D4	Level-up spells, Rooks
$05/C8E2	Level-up spells, Sylph
$05/C8F2	Level-up spells, Dao
$05/C8F2	Level-up spells, Marid
$05/C8FB	Level-up spells, Efrite
$05/C904	Level-up spells, Teefa
$05/C911	Level-up spells, Salah
$05/C91F	Level-up spells, Darwin
$05/C929	Level-up spells, Axs
$05/C92D	Monster race/element (2 bytes per entry) (ends at 2C9CB)
$05/C9CD	Monster Equipment stats, several unknown (start)
$05/CE54	Monster Equipment stats (end)
$05/CE55	Monster HP
$05/CEF5	Monster EXP
$05/CF95	Monster GP
$05/D035	Monster Lvl
$05/D0D5	Monster ?? stat - $20 entries of 00 through 05. No idea what this is.
$05/D195	Monster boss music (00 none, 01 Boss1, 03 Boss2, 02 Rimsala)
$05/D1E5	Monster boss flag (00-0F are bosses, FF are not bosses)
$05/D235	Monster spell. (If nonzero, there's a random chance they'll use that spell instead of attacking.) (see Spells page)
$05/D285	Monster ?? stat
$05/D405	Monster Armor Def table (bugged?): offset = Armor * 2
$05/D445	Monster Accessory Def table: offset = Accessory * 2
$05/D4A5	Possible monster stat
$05/D565	Possible monster stat
$05/DE88	Equipment prices (see Equipment tab)
$05/DF79	Equipment "can be equipped by" data (see Equipment tab)
$05/DFF3	Equipment power/defense
$05/E0E3	Equipment race bonus/element (2 bytes per item)
$05/E1D5	Equipment: weapon crit rate
$05/E226	Equipment: shield mag def ($05/E1D5)
$05/E24E	Equipment: weapon damage penalty
$05/E2C8	Equipment - spell cast in battle
$05/E356	Spells' names
$05/EA4D	Spells’ “battle only flag” (01: out of battle only, 02: battle only, 03: either)
$05/EA9F	Spells’ “single/multi target flag” (00: single, 01: multi); Change Attribute is broken as ST
$05/EAF1	Spells’ accuracy
$05/EB4D	Spells' power
$05/EC04	Spells' element (paired with an unknown byte, so skip a byte for each entry) (see Magic tab)
$05/ECA6	Spells' MP cost
$05/ECF8	Spells' color palette (see Magic tab)
$05/ED57	Spells’ sfx
$05/EE9A	Item names (look for LDA $05/EE9A,x or "BF 9A EE 05")
$05/F038	Card names (look for LDA $05/F038,x or "BF 38 F0 05")
$05/F17E	Sleeping Bag HP heal amount (200 HP) (Heals everyone but the spirits)
$05/F180	Sleeping Bag MP heal amount (25 MP)
$05/F194	Tent HP heal amount (999 MP) (Heals everyone but the spirits)
$05/F196	Tent MP heal amount (999 MP)
$05/F20A	Herbs heal amount (70 HP)
$05/F21F	Medicine heal amount (200 HP)
$05/F234	Silver Flask heal amount (15 MP)
$05/F249	Gold Flask heal amount (40 MP)

Bank $06: Graphics (Shops, world map, travel sprites); Stage select data

$06/928E	Compressed Graphics: Shop, Weapons
$06/9418	Compressed Graphics: Shop, Inn
$06/9626	Compressed Graphics: Shop, Spirit Healer
$06/97C0	Compressed Graphics: Shop, Alchemist
$06/98F6	Compressed Graphics: World Map 1
$06/C646	Compressed Graphics: World Map 2
$06/C971	Compressed Graphics: World Map 3
$06/CB33	Compressed Graphics: World Map 4
$06/CFC0	Compressed Graphics: World Map 5
$06/D2DB	Compressed Graphics: Travel Sprites, Rooks
$06/D4F6	Compressed Graphics: Travel Sprites, Teefa
$06/D744	Compressed Graphics: Travel Sprites, Salah
$06/D99F	Compressed Graphics: Travel Sprites, Darwin
$06/DB1F	Compressed Graphics: Travel Sprites, Axs
$06/DDBD	Stage select: Chapter 2 (These are essentially pre-made save files)
$06/E2BD	Stage select: Chapter 3
$06/E7BD	Stage select: Chapter 4
$06/ECBD	Stage select: Chapter 5

Bank $07: Dungeons and gameplay

$07/8001	Sub: Fighting final boss?
$07/80F2	Tbl: Levelup spells
$07/8CC4	Sub: Deducts HP from target
$07/8EDF	FINIS (tile bytes) (appears 2x for some reason)
$07/8F6E	SLEEP (appears 3x for some reason)
$07/8FEC	ROOKS
$07/9020	EFRITE
$07/903A	SALAH
$07/906A	End of names' sprite values
$07/A83D	Sub: Branches based on treasure chest contents
$07/A866	Sub: Card treasure type
$07/A932	Sub: Loads a card name from ROM
$07/A9D4	Sub: Adds a card to the inventory
$07/A872	Sub: Item treasure type
$07/A95C	Sub: Loads an item name from ROM
$07/AA18	Sub: Adds an item to the inventory
$07/AA27	Item inventory limit (chests). Default $60 = $30 slots (48 items @ 8 per page)
$07/A87E	Sub: Equipment treasure type
$07/A986	Sub: Loads an equipment name from ROM
$07/AA3D	Sub: Adds a weapon to the inventory
$07/AA4D	Equipment inventory limit (chests). Default $40 = $20 slots (32 items @ 8 per page)
$07/A88A	Sub: GP treasure type
$07/A896	Sub: Monster treasure type (unused)
$07/A8AF	Sub: FFFF treasure type (unused???) (returns failure)
$07/A8BB	Sub: Empty treasure type (returns failure)
$07/AA65	Sub: Adds GP to total
$07/AA6B	Max GP (FFFF)
$07/B234	Sub: Levelup check
$07/B2DB	Sub: When Teefa/Axs join, assigns them Rooks' LV
$07/B2E2	Sub: When Salah joins, assigns her Rooks' LV-3
$07/B2F5	Sub: When Darwin joins, assigns him Rooks' LV+3
$07/BBEA	Pointer table for character stats in RAM
$07/BBF6	Honey stat boost amounts (Str, Int, End, Alt, HP, MP)
$07/BC7C	Sub: Recovers MP, sets to full MP if more than max
$07/BCF1	Sub: Loop for full party healing; ends when X=08
$07/BF3A	Sub: Related to running
$07/BF54	Sub: Deducts MP from a spell
$07/C355	Pointer table for spell effects
$07/C8DE	SFX for Healing (See Music tab for values)
$07/C8E5	SFX for Change Attribute
$07/C8E4	SFX for Buffs

Bank $08: Small scripts

$08/8000	Script, Battle/Towns/Items/Magic
$08/9650	Spell descriptions
$08/C93E	Status screen (184 bytes)
$08/C9F6	Status screen, current spirit (161 bytes)
$08/D3C3	Alchemist conversations

Bank $09: Unknown data

$09/80D3	Pointer table
$09/8215	Pointer table
$09/835D	Pointer table
$09/83D3	Pointer table
$09/843B	Pointer table
$09/84FD	Pointer table
$09/85C5	Pointer table
$09/868D	Pointer table
$09/98FB	Pointer table

Bank $0A: Extended font

(This is data left in from the Japanese version - they're 12x12 pixels in 1bpp format)
$0A/8000	Graphics: Punctuation, a different font alphabet, yen
$0A/86E4	Graphics: Symbols
$0A/9560	Graphics: Numbers
$0A/9692	Graphics: Latin upper case
$0A/98D2	Graphics: Latin lower case
$0A/9B12	Graphics: Hiragana
$0A/A1D2	Graphics: Katakana
$0A/A892	Graphics: Greek upper case
$0A/AAC0	Graphics: Greek lower case
$0A/AF52	Graphics: Cyrillic upper case
$0A/B2B2	Graphics: Cyrillic lower case
$0A/BCD2	Graphics: Kana half-width
$0A/C812	Graphics: Kanji

Bank $0B: Kanji

Bank $0C: Kanji, Main story

(Text is in plaintext, so it's easy to search for in the ROM.)
$0C/9CF9	Graphics: Kanji (end)
$0C/A010	Script 001: Rooks' introduction
$0C/A23A	Script 002: You look healthy
$0C/A7A6	Script 003: Something stung me
$0C/F703	Script 117: Prelude to the final battle
$0C/F7C2	Script Sub: MACRO 118
$0C/F7E3	Script Sub: PROMPT_ROOKS
$0C/FA1B	Script Sub: WAIT_NEWLINE
$0C/FAA5	Script Sub: WAIT_CLEAR

Bank $0D: Compressed graphics

$0D/8042	HUD graphics
$0D/833F	Font for character cards
$0D/91EF	Font for character cards (end)
$0D/9590	Weapons menu
$0D/95F2	Spell data MVN1
$0D/9712	Spell data MVN10
$0D/B711	Compass graphics

Bank $0E: VRAM data and graphics

$0E/8048	Tile Data: Something1 - Loaded after a continue through DMA[1] to VRAM 0061
$0E/8052	Tile Data: Something2 - Loaded after a continue through DMA[1] to VRAM 0081
$0E/805C	Tile Data: Something3 - Loaded after a continue through DMA[1] to VRAM 00A1
$0E/809B	Tile Data: Something12 - Loads tile #s 28-2C into VRAM 009A
$0E/8191	Graphics: Card, Rooks, Idle
$0E/8551	Graphics: Card, Rooks, Battle
$0E/88E5	Graphics: Card, Rooks, Attack
$0E/8C1F	Graphics: Card, Grim Reaper
$0E/8FCC	Graphics: Card, torn
$0E/92F9	Graphics: Card, skull
$0E/95A3	Graphics: Card, Sylph, Idle
$0E/99D9	Graphics: Card, Sylph, Battle
$0E/9D79	Graphics: Card, Sylph, Attack
$0E/A12C	Graphics: Card, Dao, Idle
$0E/A4DF	Graphics: Card, Dao, Battle
$0E/A8CD	Graphics: Card, Dao, Attack
$0E/AC91	Graphics: Card, Marid, Idle
$0E/B08D	Graphics: Card, Marid, Battle
$0E/B3D1	Graphics: Card, Marid, Attack
$0E/B715	Graphics: Card, Efrite, Idle
$0E/BB0E	Graphics: Card, Efrite, Battle
$0E/BEA9	Graphics: Card, Efrite, Attack
$0E/C292	Graphics: Card, BadTeefa, Idle
$0E/C6AB	Graphics: Card, GoodTeefa, Idle
$0E/CAC5	Graphics: Card, Teefa, Battle
$0E/CE75	Graphics: Card, Teefa, Attack
$0E/D25C	Graphics: Card, Salah, Idle
$0E/D66F	Graphics: Card, Salah, Battle
$0E/DA31	Graphics: Card, Salah, Attack
$0E/DDF8	Graphics: Card, Darwin, Idle
$0E/E1D3	Graphics: Card, Darwin, Battle
$0E/E518	Graphics: Card, Darwin, Attack
$0E/E863	Graphics: Card, Axs, Idle
$0E/EC0F	Graphics: Card, Axs, Battle
$0E/EF6B	Graphics: Card, Axs, Attack

Bank $0F: Battle animations

$0F/807C	Animation: Small attack
$0F/808C	Animation: Medium attack
$0F/809C	Animation: Large attack
$0F/817A	Pointer table: Animation data? (This is called by Pointer Table 8DFA)
$0F/CB2B	Event: Spell animation
$0F/CC01	Animation: Lightning
$0F/CC06	Animation: Smash
$0F/CC0B	Animation: Water
$0F/CC10	Animation: Flame
$0F/CC1F	Animation: Attribute 1
$0F/CC9D	Animation: Attribute 11
$0F/CCB1	Animation: Call Wind Spirit
$0F/CCC5	Animation: Dummied
$0F/CCC6	Animation: Swirly
$0F/CEB9	Animation: 5D: Rooks Unpetrify cutscene
$0F/CF00	Animation: 5E: Ariel Attribute 11 cutscene
$0F/CF2B	Event: Single spell animation

Bank $10: Compressed gfx

$10/8001	Graphics: Balnea Temple/Reused bricks
$10/C58D	Graphics: Balnea Temple (end)

Bank $11: Compressed gfx

$11/8A91	Graphics: Forest of Doubt
$11/FBA7	Graphics: Forest of Doubt (end)

Bank $12: Compressed gfx

$12/8571	Graphics: Bintel Castle
$12/E35E	Graphics: Bintel Castle (end)

Bank $13: Graphics and Maps

$13/8001	Graphics: Draven Pass
$13/DACA	Graphics: Draven Pass (end)
$13/EBF6	Map: Balnea Temple 1F
$13/ECFE	Map: Balnea Temple 2F
$13/EE08	Map: Draven Pass
$13/EE8C	Map: Crimson Valley
$13/EEF2	Map: Forest of Doubt
$13/F763	Map: Bintel Castle
$13/F9A6	Map: Stavery Tower (Chapter 5)

Bank $14: Compressed sprites

(This bank starts with a bunch of Decomp80 entries that are basically pointers elsewhere.)
$14/8001	Decomp80: Location of Ariel graphics
$14/8009	Decomp80: Location of Teefa graphics
$14/8012	Decomp80: Location of Crystal Room 1 graphics
$14/801A	Decomp80: Location of Crystal Room 2 graphics
$14/8022	Decomp80: Location of Crystal Room 3 graphics
$14/91D1	Graphics: Stoned Axs
$14/F25A	Graphics: Darwin NPC

Bank $15: Compressed sprites

$15/B4F1	Graphics: The Seven MacGuffins (ends at B87A)
$15/EE8D	Graphics: Ariel kneeling

Bank $16: Compressed sprites

$16/B8EC	Graphics: Final fight
$16/BE83	Graphics: The Three MacGuffins

Credits text is 5 bytes per letter, in reverse order.
Byte0: 00 normally, or 02 for the final (first) letter.
Byte1: X position - 00 is center screen, 43 is center right, B5 is center left. So negative numbers are left of center.
Byte2: Y position - Usually 01
Byte3: The tile to display. 00="A", 02="B", 04="C", ... 0E="H", 20="I", 22="J", 24="K"... 2E="P", 40="Q", 42="R", ...64-68="KOBY"... 80="ER"
Byte4: Font color - 3C for orange text (headers), 3E for white text (names)
$16/D883	Credits Text 00: "Character Designers"
$16/D8D8	Credits Text 01: "Executive Producer"
$16/EE3B	Credits Text 42: "Ami Hashikura"
$16/EEDB	Credits Text 44: "THE END"
$16/EF17	Pointer Table: Credit Text locations

Bank $17: Initialization

$17/8130	Intro script ("This is an historic land")
$17/833F	Sub: Stage Select (logs your inputs and compares them to the right codes)
$17/840E	Sound test
$17/8417	Sub: Load sound test
$17/874E	Text: Intro crawl 1 "According to the ancient legends..."
$17/87BC	Text: Intro crawl 2 "Disputes broke out constantly..."
$17/8A6D	Text: Intro crawl 7 "King Wagnall was killed..."
$17/9285	HAL logo gfx header

Bank $18: Treasures, encounters, events

$18/802E	Sub: Random encounter logic
$18/8044	Encounter rate (higher = fewer encounters) (Default $0C)
$18/8056	Sub: Random encounter
$18/80DB	Sub: Normal (returns 3)/back attack (returns 2)?
$18/8210	Sub: Formations
$18/826A	Snip: Loads the proper battle music ID
$18/82B6	Snip: Loads monster ID from formation
$18/82E2	Table: Battle music IDs (normal, boss, goddess, final)
$18/85AB	Sub: Returns treasure data (A: item type, X: value)
$18/85D2	Sub: Updates treasure tracker ($18E3) after opening a chest
$18/8A99	Table: Pointers for chapter treasures tables
$18/8AA3	Table: Treasure data Ch1 (12 bytes per entry)
$18/8B1D	Table: Treasure data Ch2 (12 bytes per entry)
$18/8CB7	Table: Treasure data Ch3 (12 bytes per entry)
$18/8EBD	Table: Treasure data Ch4 (12 bytes per entry)
$18/8FEB	Table: Treasure data Ch5 (12 bytes per entry)
Ch5 examples:
$18/9001	Location of Robe of Valor in Bintel Castle first room
$18/900D	Location of Gold Flask in Bintel Castle first room ^_^
$18/9079	Location of Grand Shield
$18/9023	Desiree data (02 0C = Equipment id 0C)
$18/9047	Return Ring data in "A Tunnel".
$18/9101	Table: Pointers to boss locations by chapter (Ch1: +0, Ch2: +2 etc)
$18/910B	Table: Ch1 boss fights (8 bytes/entry): 00 01-> Map 00 Balnea 1F; 0F00 0600 -> (0F, 06); 0600 -> Encounter #6)
$18/911D	Table: Ch2 boss fights (8 bytes/entry)
$18/912F	Table: Ch3 boss fights (8 bytes/entry)
$18/9139	Table: Ch4 boss fights (8 bytes/entry) empty, needs research
$18/913B	Table: Ch5 boss fights (8 bytes/entry) empty, needs research
$18/913D	Table: Pointers to encounters by chapter (Ch1: +2, Ch2: +4 etc)
$18/9147	Table: Ch1 encounters
$18/9177	Table: Ch2 encounters
$18/91AA	Table: Ch3 encounters
Ch3 example:
$18/91B3	Encounter data (1C 1D 1E 1A 1B -> 5 monsters in Ice Cave)
$18/91DD	Table: Ch4 encounters
$18/9229	Table: Ch5 encounters
$18/964F	Pointer Table: Every story scene - logic handling
$18/968F	Pointer Table: Every story scene - event code
$18/96CC	Story Event 00: Rooks' intro
$18/C551	Story Event 1A: Red and Blue Guardian
$18/C6D1	Story Event 1B: Tiamat
$18/D019	Epilogue text setup

Bank $19: Enemy graphics

$19/8001	Pointer Table: Enemy Palette data
$19/80A1	Bank Table: Enemy Palette data (the entries are all bank 19)

Each of these entries pointed to by the Enemy Palette Data table have the same format.
A header: A word (unknown use), then another word (the number of bytes in the palette, usually 20 (thirty two)).
Then the palette for that individual monster, and finally a 24-bit pointer to the enemy graphics getting colored. For instance, the Goblin and Ogre will have the same pointer but different palette data.
$19/80F1	Palette Header: Goblin
$19/8118	Palette Header: Ogre
$19/813F	Palette Header: Slime
$19/8166	Palette Header: Jell
$19/818D	Palette Header: Pilferer
$19/81B4	Palette Header: Thief
$19/8D3E	Palette Header: Karul
$19/8D85	Palette Header: Galneon 1
$19/8DEC	Palette Header: Galneon 2
$19/8E53	Palette Header: Rimsala 1
$19/8EBA	Palette Header: Rimsala 2
$19/8F21	Pointer Table: SourceData 1 - Called after enemy attack animations. The first and second table are used together (1st entry of each, etc)
$19/8F31	Pointer Table: SourceData 2
$19/8F41	Data: SourceData1 Attack, Swords
$19/9311	Data: SourceData1 Attack, Bite
$19/961C	Data: SourceData1 Attack, Sploosh
$19/9955	Data: SourceData1 Attack, Claws
$19/9D22	Data: SourceData1 Attack, Sting
$19/A0D8	Data: SourceData1 Attack, Punch
$19/A3F5	Data: SourceData1 Attack, ???
$19/A7A1	Data: SourceData1 Attack, Damage star
$19/AF4B	Compressed Graphics: Slime
$19/B3B5	Compressed Graphics: Thief
$19/B834	Compressed Graphics: Dog
$19/BF36	Compressed Graphics: Saurian
$19/C414	Compressed Graphics: Lizardman
$19/CACD	Compressed Graphics: Chimera
$19/D1B6	Compressed Graphics: Goblin
$19/D8EA	Compressed Graphics: Guardian
$19/E391	Compressed Graphics: Tree
$19/EAB2	Compressed Graphics: Flytrap

Bank $1A: Enemy graphics

$1A/8003	Compressed Graphics: Bee
$1A/85C7	Compressed Graphics: Zerel
$1A/936F	Compressed Graphics: Cyclops
$1A/9B65	Compressed Graphics: Efrite
$1A/AB44	Compressed Graphics: Mage
$1A/B1AA	Compressed Graphics: Zombie
$1A/B823	Compressed Graphics: Skeleton
$1A/BF23	Compressed Graphics: Medusa
$1A/C63A	Compressed Graphics: Troll
$1A/CE3C	Compressed Graphics: Mimic
$1A/D460	Compressed Graphics: Fighter
$1A/DB45	Compressed Graphics: Sauza
$1A/E79F	Compressed Graphics: Hydra
$1A/F18C	Compressed Graphics: Ghost
$1A/F843	Compressed Graphics: Shaman

Bank $1B: Enemy graphics

$1B/8003	Compressed Graphics: Minotaur
$1B/880D	Compressed Graphics: Giant
$1B/9005	Compressed Graphics: Dragon
$1B/9C58	Compressed Graphics: Darah and Barah
$1B/B0EC	Compressed Graphics: Ariel
$1B/BD89	Compressed Graphics: Teefa
$1B/CB84	Compressed Graphics: Karul
$1B/D912	Compressed Graphics: Galneon 1 and 2

Bank $1C: Enemy graphics

$1C/C21F	Compressed Graphics: Rimsala 1
$1C/D56A	Compressed Graphics: Rimsala 2
$1C/F297	Compressed Graphics: Rimsala 2 part 2

Bank $1D: Unknown or compressed data

Bank $1E, 1F: Sound and Music